App Annie’s Territory Director of Central Europe and Russia/CIS, presents state of mobile gaming globally with a deep dive on Europe and a spotlight on German publishers. Gain a better understanding of the global app economy and learn about the latest trends in mobile gaming - from the games that literally fought their way to the top like Battle Royale to Idle Games and Appointment Gaming like HQ Trivia.

After launching over 300 titles, achieving over 200 million organic downloads, doing over 2,000 updates and more than 3,500 A/B tests one thing is clear, LabCave Games has mastered how to increase their traffic and visibility. In this session Enric Pedró will cover some insights on what LabCave team has learned and how ASO (App Store Optimization) can help your title to get noticed and boost your revenue.

Creating a perfect matchmaking system is, no doubt, complicated, because there will always be players who believe they should be playing on another level. We will share our experience creating matchmaking systems and why we will never stop perfecting them.

We all want our latest mobile game to be played and loved by millions of adoring fans around the globe. But could there be a goldmine of loyal gamers that have never heard of your game or do not have an easy way to spend hours per day playing it? Join this session to see how this market has grown and where it is heading next.

15:30 - 16:00

Coffee Break sponsored by DCMN

16:00 - 17:00ENG

PANEL DISCUSSION: How to Monetize Games in 2019: Challenges and Opportunities

Rewarded videos, playable ads, in-app purchases, subscriptions, in-app header bidding - what works better to maximize a mobile game revenue? We will discuss this important question from different angles. Speakers will be divided into two “camps”: product owners (game publishers) and monetization services. Speakers will be announced soon, stay tuned!

Professionals with solid UA skills are not so easy to find, but the stakes are high. How to drive maximum performance to your user acquisition campaigns? In-house specialists or partnership with an agency - what’s better? We will ask game developers AND agencies at the same time! Join us for a unique panel discussion moderated by Evgeny Marchenkov, CEO of AdSide Media.

This session will give you a ready-to-use manual to soft launch your game on Facebook and sidestep some common pitfalls.During the session, you will find answers to these questions: What is soft launch from the marketing point of view? How can I get started? What GEOs should I choose? What data should I analyze? What numbers can I expect? What's the right budget for me? This session is based on AdSide Media's Facebook soft launch experience with games and non-gaming apps.

In this session, Fawzi will go through some of the main characteristics of the formation of Japanese live ops team, what are live ops, how are they managed and how do Japanese games distribute content and engage with their communities following intensive experience working in the East Asian market.

This will be a presentation of who Gram Games include in their culture, their approach to game development and their people. You'll also have a glimpse of the Gram Games' growth from 2014 and what strategies they pursued and why they pursued them until they exited the studio in 2018.

Competition for mobile traffic becomes extremely high and the entry barrier for new companies has increased dramatically. Nevertheless with knowledge of some tips and trips even small publisher/developer can succeed without wasting tons of money for optimization on video networks. We'll tell the best practices that we use ourselves today.

During this talk I'll cover how we designed and built WGM's real time cloud based analytics pipeline. Along with the challenges we run into and the lessons we've learned as we've integrated more games and services into it.

I'm looking at the game development process with publisher eyes and there's many benefits a smaller dev can get from a good publisher. But what can and should you ask for? What can a publisher do for you in pre-/post-MVP development, market and user testing, monetization design, marketing assets.

Developers tend to build the games they want to build. While passion is important, this talk will dive into the flip side of planning, looking at how other industries plan products, and how we can take the data-driven mindset into game product planning. We'll cover research into market sizing (in terms of player demand, as well as willingness to pay), competition, user acquisition, and user retention and loyalty, and how you can use metrics like these to gauge market opportunities and inform your product decision making.

Operating in a media landscape that has shifted drastically to favor programmatic buying, opportunities have presented themselves to develop deep partnerships with publishers that help advertisers differentiate themselves. This session will explore how integrated partnerships with direct publishers can augment and enhance performance UA campaigns.

17:30 - 18:00ENG

Speaker & Topic to Be Announced

21:00 - 02:00

Join us at the all night Wargaming Mobile party! Drinks, buffet dinner, dancefloor and networking areas will be awaiting. For Premium Pass holders only.

Facebook’s mission is to help build the world’s community to discover, play and share games — anywhere. With 800M people playing Facebook connected games every month, we invest in expanding the ways that people engage with games. Instant Games is Facebook’s cross-platform gaming experience. Joy will share a detailed overview of how HTML5 Games in Messenger and News Feed are changing the way people connect and play games, together.

Already having entertained more than 65 MM unique users on Facebook’s Instant Games, SOFTGAMES has gathered vast experience in the field of Messenger Games and precious in-depth knowledge of the platform. In this session, SOFTGAMES’ CEO & Co-Founder Alexander Krug will share some crucial insights and lessons learned using the company’s most successful and long-running match-3 title Cookie Crush as an example.

In this session we're going to cover messenger/social platforms as another possibility for such trend as hypercasual games. What are the advantages and disadvantages of embedded gaming, how these can be effectively used and how we built a solution which helps to deploy games to the platforms much faster (essentially "a platform inside a platform")?

A must-attend session for anyone involved in or willing to learn more about the expanding hyper-casual genre & data, including: F2P market size, top publishers, biggest titles, KPIs, latest M&A activity & take-aways from Huuuge Tap Tap Games. Takeaways include: overview of hyper-casual genre, important KPIs to focus on, how to monetize these games, what is important in terms of game design, mechanics, production process etc.

Influencer marketing has become a must for many game developers and publishers. How to understand its ROI? What is the correct way to measure it? How to choose influencers that will be right for your brand? How to determine whether they are a perfect fit and what are the red flags to look out for? How to keep them engaged? Which channels are the best? Agency or no agency? We gathered representatives of each side of this process. Join this panel discussion with game companies, agencies and vloggers to get answers to these questions and more.

15:30 - 16:30ENG

Deconstruction Workshop. Part I Game Industry Experts Will Deconstruct Games in Real Time Right in Front of You
First time in Europe!

Game industry guru with different areas of expertise will deconstruct several games from the Developer Exhibition right in front of the audience. Experts will share their perspective on the games with regard to game design, game mechanics, monetization, and game cycle. After that, the expert committee will announce the verdict and reward the winners.

Everyone in the audience will get a chance to take part in the discussion and select a team that will receive the Audience Choice Award.

16:30 - 17:00

Coffee Break sponsored by DCMN

17:00 - 18:00ENG

Deconstruction Workshop. Part II Game Industry Experts Will Deconstruct Games in Real Time Right in Front of You
First time in Europe!

Game industry guru with different areas of expertise will deconstruct several games from the Developer Exhibition right in front of the audience. Experts will share their perspective on the games with regard to game design, game mechanics, monetization, and game cycle. After that, the expert committee will announce the verdict and reward the winners.

Everyone in the audience will get a chance to take part in the discussion and select a team that will receive the Audience Choice Award.

In 2019, it's a race to the top for mobile UA, and inventory access is the north star. In this session, Nadine Sequeira Sham from the MoPub team at Twitter will explain the top trends impacting successful user acquisition this year in the mobile app world, from the impact that header bidding solutions will have to the evolution of demand-side platforms and the impacts on marketers. Mobile marketers will walk away with actionable insights to apply for increased UA success this year.

Sam Bevan, Snapchat’s Global Online Sales EMEA Manager, explains how businesses of all sizes can meet their advertising goals on Snapchat. Learn more about the platform, audience, and ad products that make Snapchat a unique and effective place to grow your business.

While most advertising giants are battling for the attention of mature audiences, Snapchat is appealing to a younger generation that grew up digitally connected and got accustomed to living in the social media environment. This session will reveal how businesses across a range of industries can use Snapchat to reach this sought-after audience, and what new features for marketers will be coming to the platform in 2019.

Gaming competition is increasingly becoming a global sport. Mario Viviani, EU Technology Evangelist for Amazon Digital Apps and Games Services, will discuss the future of eSports gaming and how Amazon is working with game developers to build community and connect players through competitive play.

15:30 - 16:00ENG

Guy Bar Sade, CEO, Simpool.io

Users' LTV Prediction and Optimization Through Game Economy Simulations

While game economy is one of the most significant factors for a successful and profitable game, it is also among the hardest to balance. The ability to simulate millions of users by different profiles and their game actions, is a powerful tool to predict and optimize users' LTV. During the session we'll review the core elements for a successful simulation.

The announcement of the transition to Universal App Campaigns in August 2017 by Google left the UA community in uproar. More than 1,5 year later, we look back at the migration period and the development of our UAC setup until today. We share our most important learnings that enabled us to turn the challenge into an opportunity and make the migration to UAC a success story for InnoGames.

PC games have immersion by default, mobile games not so. Some games have immersion and wonder why they are so sucessfull. It seems mobile rediscovers immersion. This talk will shed some light how immersion works on mobile with plenty of example for both good and bad.

13:00 - 13:30ENG

Max Samorukov, Founder, CEO, DataMagic

Soft-Launches Detection Tool: Who Can Benefit From Discovering Them And How?

A year ago, armed with a cool idea and no knowledge in game development, the team opened a studio and tried making a crowdfunding page for our game "The Birdcage". We tweeted a random guy on twitter and tweeted him to check out our project. His reply was "F#^k you, stupid spammer a^%hole". We felt bad and sent him a sticky note with a cute, sad, picture saying "Sorry Dave.. Sad face".... Dave ended up becoming our first backer on Patreon, giving us 10$/month. Not knowing this back then, this led to actual funding.

14:00 - 14:30

Coffee Break sponsored by DCMN

14:30 - 15:00ENG

Demid Tishin, Founding Partner, AllCorect

Sex, Drugs and Undead, or How to Fail Your Game in Every Possible Market

Check a box in Developer Console – and bingo! Your game is available for purchase in all countries. But is it really? We’ll walk you through technical, cultural and legal expectations that players and governments have in various countries. So that you nail your engineering and your content right from the start (and save loads of precious dev time).